On Wed, Jun 24, 2009 at 9:09 PM, <smd...@student.cs.york.ac.uk> wrote:
> Hello Again List,
> A couple of minor issues have come up during my work today and I would
> appreciate any help people can be on these topics.
>
> 1.) The quest manager has a specific method to add each type of reward
> (For example, for the Change Property Reward their is
> AddChangePropertyReward (...).) However, the following rewards do not have
> a specific method for adding them to a response: CreateEntity,
> DestoryEntity, Message and Action.
>
> How are these rewards currently used? Or are they not? My challenge has
> been in using them as rewards within an example quest, and my query is
> really whether I should write AddSpecificReward methods for each of these
> rewards into the quest manager.

Those methods are only conveniance methods. You don't really need them.
For example, instead of AddChangePropertyReward(response,...) you can
also do: response->AddRewardFactory() where you first create an instance
of iQuestRewardFactory. You can create such instances by using
iQuestRewardType->CreateRewardFactory(). You can get the iQuestRewardType
by doing iQuestManager->GetRewardType(). So basically:

  iQuestRewardType* type = mgr->GetRewardType ("cel.questreward.createentity");
  csRef<iQuestRewardFactory> fact = type->CreateRewardFactory();
  iQuestTriggerResponseFactory* response = ...;
  response->AddRewardFactory (fact);

>
>
> 2.) Pablo previously mentioned in the emails regarding the project
> deliverables that cel expressions are used in rewards to use values from
> properties. Are cel expressions the same as quest expressions? And is,
> therefore, this the correct documentation for this feature:
> http://cel.crystalspace3d.org/main/Quest_Expressions

Yes

> 3.) Given that the New State Reward is highly specific to quests, I can
> see no benefit from factoring it out of the Quest system. However, perhaps
> I should to maintain consistancy with the rest of the refactor, any
> opinions? Or can anyone suggest a use of this reward outside of Quests?

I think this is one you might like to keep inside the quest manager.
It is indeed
fairly specific.

> 4.) Throughout the discussion of this project, I have focussed
> specifically on mentioning that rewards and triggers will be factored out
> of the Quest system but have not considered sequences. I still have done
> little work with sequences, but it appears logical to me at this time that
> they should also be factored out. Any opinions?

Yes, they should also be refactored out.


Greetings,



-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
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Personal page: http://users.telenet.be/jorritTyberghein/

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